O.J.Vodka

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  1. Factorio has had several mods with super long game time in recent years. The playability of mod is much higher than that of ontology. However, mod has not developed in recent years and still depends on the game ontology to prolong the game time. There is no harm without comparison. It is obvious that Klei is not good enough in mod support and needs reflection and improvement.
  2. 钢铁雄心4我没玩过,看着定价就还好,2D游戏百元就是天花板它卖70块,刨去日本暗荣那几个页游卖几百块,国内外2D游戏就在百元左右。 饥荒我不清楚这几年的具体发展,但能被鹅厂收购,受到资本的认可,也证明了它的长期运营效益良好。缺氧DLC很多评价如果不是看在本体的份上,就是差评如潮,现在又明显裁员调动去干别的项目,如果KLEI不调整经营策略去主动降低玩家上手难度增加教学等,肯定会影响DLC的正式发售,倘若正式发售一般,这个项目或许会黄掉。 遗迹就是教学,把遗迹做成教学关卡就好了,让玩家基本学会与门非门这些简单的自动化设计。 官论都是一班社区经理敷衍了事,跟工厂那边的开发者与玩家之间的互动还是有差距。现在几个玩本体的官论大佬都没看到在DLC里发帖,评价又差,DLC正式发售卖的不好,发售之后肯定要经历一次开发团队调动,缺氧这个项目基本会废掉 现在缺氧整体形式非常不乐观,我估计明年年中,你会看到更新很少,BUG也迟迟不修,就基本断定这个游戏的产品生命周期到头了,开发团队都会调动到别的项目里。然后再过两三年突然来一波更新修BUG,公布会有一个小DLC会开发售卖,也就是电击疗法给咸鱼翻身,看还有没有得活 KLEI被鹅厂收购,鹅厂不会干涉KLEI具体怎么开发游戏,但是会审核KLEI的季度年度财报,KLEI不可能像过去那样随性把大量的人力精力投入到现在缺氧这个效益很低的项目上了。我看呢,开发教学模式、降低入门难度、衍生MOD玩法,也只能想到这条路能救活这个项目,可以打个赌测试我的预测,哈哈
  3. 建议鼓励并主动帮助MOD开发 以下几点: 1.过去DLC的抢先体验,BUG太多致使商品评分很低 2.经常的更新新系统新内容,会产生更多BUG 3.游戏框架逻辑很好,适合MOD开发 4.新的内容以MOD的形式推出,负面影响不会影响游戏本体 怎么帮助MOD开发? 1.安排专人与MOD开发者对接 2.聘请热门MOD的开发者作为游戏顾问,类似异星工厂的MOD开发者。 https://factorio.com/blog/post/fff-365 https://www.patreon.com/earendel It is recommended to encourage and actively help mod development The following points: 1. In the past, DLC's preemptive experience, too many bugs resulted in low product scores 2. Frequently updating new system and new content will generate more bugs 3. The game framework logic is very good and suitable for mod development 4. The new content is launched in the form of mod, and the negative impact will not affect the game itself How to help mod development? 1. Arrange special personnel to connect with MOD developers 2. Hire popular mod developers as game consultants, similar to mod developers in alien factories.
  4. 提高游戏定价,从而提高营收并将这些收入投入到教学内容的开发,降低玩家流失率 Improve the game pricing, so as to improve the revenue, and invest these revenue in the development of teaching content, so as to reduce the loss rate of players
  5. 56,缺氧是模拟经营类游戏,拿蒸汽发电机举例,新人完全不会玩。现在版本蒸汽发电机是19年年中发布的,堵口满效率、100度过热、125度蒸汽发电,这几个特征很快就被网友发现了,而最大吞热877.59kdtu/s、废热10%是我自己摸索并确定的特征,因为没有翻代码拿公式,当初很多网友质疑这几个特征。现在的新人如果不去贴吧不去论坛不去外面找资料,新人连蒸汽机都不会用。再看缺氧的对标产品,是城市天际线、模拟城市、文明、异星工厂,它们都有教学模式。其中自动化是缺氧的特色,游戏全程都需要用到自动化,对标的是异星工厂的自动化,新人玩异星工厂是几乎可以不用自动化,而缺氧不会自动化真的没法玩。综上而论玩缺氧的学习成本极高,因此我提议开发挑战关卡模式,让玩家一点点了解。 再看饥荒是冒险类游戏,包含丰富隐藏内容要玩家去探索,有点类似惊喜营销,直播观感也很好,可以不做教学,可以定价低点,让更多的人去体验去发现乐趣。很明显,无教学、定价低还经常活动促销打折,这两个特征饥荒缺氧都有,klei在用饥荒的经营思路去经营一款模拟经营类游戏! 2.为什么要提价? 增加营收、增加营运人数、关键是增加教学投入、甚至可以增加推广费用。DLC的每月更新内容数量少于前几年本体每月更新内容,很明显Klei在开源节流保障营收平衡。这种反常的操作,我推断是这款游戏营运效益太低,造成这结果的原因,是玩家流失率太高,即便像戴森球计划、帝国时代4那样做付费推广,这么高的流失率推广投产比也会差劲。 为什么我反对降价? 低价引流的玩家流失率高,经常打折促销也会影响商品价值。 8.增加wiki,是基于56两点,现在更新的英文wiki是挂广告保持更新和服务器费用,还有几个网站网址我也有,但基本拖更了。那么为什么有玩家建设的wiki,我还建议要做官方wiki,因为可以在游戏里挂链接跳转!不要小看一个跳转,它是一个明确的指导,新人可以很直观的找到资料,新人在遇到问题后,往往不知道怎么寻找答案,继而劝退了、流失了。游戏里的F12远没有做网站好,网站好更新、好查阅,还能二次跳转到论坛参与讨论。 , 6, hypoxia is a simulated business game. Take the steam generator as an example. The newcomers can't play at all. The current version of steam generator was released in the middle of 19. The features of full efficiency, 100 degree overheating and 125 degree steam power generation were soon discovered by netizens. The maximum heat swallowing of 877.59kdtu/s and 10% waste heat were the features I explored and determined by myself. Because I didn't turn the code to get the formula, many netizens questioned these features at the beginning. If the newcomers don't go to the post bar, the forum or the outside to find information, they can't even use the steam engine. Then look at the benchmarking products of hypoxia. They are urban skyline, simulated city, civilization and alien factory. They all have teaching modes. Among them, automation is the characteristic of hypoxia. Automation is needed in the whole process of the game. The benchmark is the automation of alien factories. Newcomers can hardly use automation when playing alien factories, and hypoxia will not be automated. It's really impossible to play. To sum up, the learning cost of playing hypoxia is very high, so I propose to develop a challenge level mode to let players know a little bit. Let's see that famine is an adventure game, which contains rich hidden content for players to explore. It is a bit similar to surprise marketing. The live broadcast experience is also very good. You can not teach, and you can set a low price, so that more people can experience and find fun. Obviously, there is no teaching, low pricing and frequent promotional discounts. Klei is running a simulated business game with the business idea of famine! 2. Why raise the price? The key to increasing revenue and the number of operators is to increase teaching investment and even increase promotion expenses. The monthly updated content of DLC is less than that of ontology in previous years. It is obvious that Klei is increasing revenue and reducing expenditure to ensure revenue balance. For this abnormal operation, I infer that the operating efficiency of the game is too low. The reason for this result is that the player turnover rate is too high. Even if you pay for promotion like Dyson ball plan and Empire era 4, the promotion and production ratio of such a high turnover rate will be poor. Why am I against reducing the price? The loss rate of players with low price drainage is high, and regular discount promotion will also affect the value of goods. 8. The addition of wikis is based on 56 points. Now the updated English wikis are advertising, updating and server fees. I also have several website URLs, but they are basically delayed. So why is there a wiki built by players? I also suggest making an official wiki, because you can link and jump in the game! Don't underestimate a jump. It is a clear guidance. Newcomers can intuitively find information. After encountering problems, newcomers often don't know how to find answers, and then persuade them to retreat and lose. F12 in the game is far from being a good website. The website is easy to update and consult. It can also jump to the forum for discussion twice.
  6. 1.减少新内容的增加,把更多的精力用在修BUG。(借鉴factorio) 2.提高本体和DLC售价,本体提价50%,DLC提价50%,本体+DLC套餐9折优惠,并且承诺以后不打折。(借鉴factorio) 3.鼓励和协助MOD开发者。(借鉴factorio,factorio本体游戏内容只能100-200小时,但MOD游戏内容可以达到2000-3000小时) 4.增加电力、通勤时间等运营报表,让老玩家的策略效果有数据依据。 5.推出自动化挑战关卡的免费DLC,兼容本体和DLC,让新玩家从挑战关卡中学习自动化设计,适应游戏玩法 6.推出火山、喷泉挑战关卡的免费DLC,提高模块的设计指标,比如火山的发电量达到理论值80%,比如限制使用液体冷却器或气体冷却器开发金属火山等,让新玩家学习在沙盒模式下设计并解决问题。 7.如果要发售免费的新内容,请以免费DLC的形式出现,提高媒体曝光。 8.建设官方wiki(借鉴factorio) 1. Reduce the addition of new content and devote more energy to repairing bugs. (learn from factorio) 2. Increase the selling price of ontology and DLC by 50% and 50% respectively, and 10% off the ontology + DLC package, and promise not to discount in the future. (learn from factorio) 3. Encourage and assist mod developers. (referring to factorio, the game content of factorio can only be 100-200 hours, but the game content of mod can reach 2000-3000 hours) 4. Add operation reports such as power and commuting time to provide data basis for the strategic effect of old players. 5. Launch a free DLC for automated challenge level, which is compatible with ontology and DLC, so that new players can learn automation design from challenge level and adapt to game playing methods 6. Launch the free DLC of volcano and fountain challenge level, improve the design indicators of the module, such as the power generation of volcano reaches 80% of the theoretical value, such as limiting the use of liquid cooler or gas cooler to develop metal volcano, so that new players can learn to design and solve problems in sandbox mode. 7. If you want to sell free new content, please appear in the form of free DLC to improve media exposure. 8. Build an official wiki (learn from factorio)
  7. Soon after the update, we should be able to watch the mutant in the print door.
  8. Script a (translation software): 1. The surface is no longer safe from the radiation attack of an unknown civilization outside the earth. Fortunately, the radiation attack is intermittent 2. Build a space station and a space telescope on the space station to find the coordinates of extraterrestrial civilization 3. Carry out biological genetic scientific research on various animals on the space station to breed animals with better genetic characteristics, raise fewer animals and produce higher value 4. Search for helium 3 in outer space and bring it back 5. Underground construction of nuclear fusion reactors 6. Build a magnetic energy shield and maintain it with a large amount of electricity to resist the ray attack of hostile civilizations Script B 1. Black holes are swallowing the universe and launching the wandering earth program 2. Construction of nuclear fusion reactors 3. Building a planetary flight engine 4. Start the engine and the planet flies to the wormhole Script C 1. The comet is about to hit the parent star and start the wandering earth program …… Script D 1. The comet is about to hit the parent star and launch a nuclear bomb to destroy the comet …… Script e 1. Construction of nuclear fusion reactors 2. Build a signal transmitter to send a distress signal 3. Intercepted by extraterrestrial civilization, extraterrestrial civilization sends out ray attack 4.gg Script f 1. Construction of nuclear fusion reactors 2. Build signal transceiver to send signals 3. Alien signal received 4. The alien spacecraft is anchored in planetary orbit 5. Launch rockets and trade with aliens 1. Add toad like animals that spit acid, extract strong acid from them, use strong acid to extract rare metals from extremely hard substances, make alloy materials, and transform excavation tools, construction tools, building materials, etc. (inspiration source IR2) 2. Add electromagnetic field system for nuclear fusion 3. Add maglev technology and build a space elevator to the space station 4. Making clothes with nano materials Several mega projects that took hundreds of weeks to build 1. Space station + space elevator 2. Nuclear fusion + alloy materials 3. Gene research, resurrection of prehistoric organisms
  9. There are several levels in the challenge mode. Each level has a set of equipment that stops running, such as push valve, sterilization tank, pipeline circulation, etc. players only have a small amount of metal for building automation panels. If they want to use the least metal to make this set of equipment run, the challenge will be successful. I believe many people like this game because it has an interesting set of automation. Challenge mode can also help novices learn automation, master game playing methods and have fun. As the game updates become more and more complex, novices lack the guidance of getting started. Klei design challenge mode may bring more fun to players than designing game tutorials.
  10. https://steamcommunity.com/sharedfiles/filedetails/?id=1932765859
  11. Now novices don't know how to allocate work reasonably. Old players know how to allocate work, but old players don't have data as evidence. For example, a construction worker's construction time last week was 30%, commuting time was 20%, excavation time was 10%, and supply time was 10%. I think such a time arrangement is quite reasonable. Take another look at the construction workers of a novice player. Last week, the construction time was 10%, the commuting time was 30%, the excavation time was 20%, and the supply was 5%. Then it is obvious that there are problems in the priority setting of this novice player.I hope this data can be collected and recorded in the property panel as the basis for division of work. If this data adds computer calculation, then add a button for players to turn on and off monitoring.
  12. https://steamcommunity.com/sharedfiles/filedetails/?id=2549295369 Many novices have nearly 20 people in their colonies, but it's very inconvenient to pull down each time these interfaces are clicked.